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Event refactor (#9589)
* Station event refactor * Remove clientside `IStationEventManager` we can just use prototypes * Basic API idea * Cruft * first attempt at epicness * okay yeah this shit is really clean * sort out minor stuff * Convert `BreakerFlip` * `BureaucraticError` + general cleanup * `DiseaseOutbreak` * `FalseAlarm` * `GasLeak` * `KudzuGrowth` * `MeteorSwarm` * `MouseMigration` * misc errors * `PowerGridCheck` * `RandomSentience` * `VentClog` * `VentCritters` * `ZombieOutbreak` * Rewrite basic event scheduler * Minor fixes and logging * ooooops * errors + fix * linter * completions, `RuleStarted` property, update loop fixes * Tweaks * Fix #9462 * Basic scheduler update fix, and fixes #8174 * Add test * UI cleanup * really this was just for testing
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@@ -124,6 +124,9 @@ public partial class AtmosphereSystem
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public bool IsTileAirBlocked(EntityUid gridUid, Vector2i tile, AtmosDirection directions = AtmosDirection.All, IMapGridComponent? mapGridComp = null)
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{
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var ev = new IsTileAirBlockedMethodEvent(gridUid, tile, directions, mapGridComp);
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RaiseLocalEvent(gridUid, ref ev);
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// If nothing handled the event, it'll default to true.
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return ev.Result;
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}
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